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Related Experiment Video

Updated: Jun 16, 2026

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
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Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking

Published on: December 16, 2010

Recognizing problem video game use.

Guy Porter1, Vladan Starcevic, David Berle

  • 1Herbert Street Drug & Alcohol Clinic, Royal North Shore Hospital, Sydney, New South Wales, Australia.

The Australian and New Zealand Journal of Psychiatry
|February 2, 2010
PubMed
Summary

This study identified problem video game use in 8% of participants using a new questionnaire. Problem gamers showed loss of control, negative consequences, and distinct online behaviors, highlighting the need for clinical recognition.

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Area of Science:

  • Psychology
  • Public Health
  • Digital Media Studies

Background:

  • Problem video game use is a growing concern with significant psychosocial and physical consequences.
  • Identifying individuals with this condition is crucial for intervention and support.

Purpose of the Study:

  • To identify individuals exhibiting problem video game use.
  • To compare these individuals with non-problem users on key variables.
  • To validate provisional criteria for problem video game use.

Main Methods:

  • An international, anonymous online survey was conducted.
  • A questionnaire with provisional criteria for problem video game use was utilized.
  • Participants were assessed for preoccupation, loss of control, and adverse consequences.

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Last Updated: Jun 16, 2026

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
13:40

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking

Published on: December 16, 2010

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Main Results:

  • 8.0% (n=156) of 1945 participants were identified as problem video game users.
  • Problem users played longer than planned, more frequently, and against their own will.
  • They were more likely to play online role-playing games, had fewer real-life friends, and consumed more caffeine.

Conclusions:

  • Provisional criteria can identify individuals with problem video game use, requiring further validation.
  • Findings support the recognition of problem video game use in clinical settings, particularly among adolescents.
  • Mental health professionals must acknowledge the public health impact of excessive gaming.